Many phone games restrict the number of actions you can take in a given amount of time. I don't get what is the purpose of this limitation. Is it only to force the player to buy additional turns? Some ...

I want to add MoPub native ads in one of my unity project.So,is there any way to achieve this.Cause I found that it works with web and Android or iOS native apps.
Is there any way around to make it ...

The idea of charging for my early releases doesn't sit well with me, but at some stage, I will want to devote more time to games dev activities, when I will need it to be rewarding.
On the Play Store ...

I am just starting out in indie game development and one thing that seems clear to me is that in the mobile space at least, unless you are already a famous developer, have a well known brand/franchise ...

I was googling for this now for a while but didn't find any relevant data.
Does someone know any statistics of the demographics of mobile gamers that actually spend money on their games? It's clear ...

Is anyone here using MobFox to display their Android app's ads? I was previously using the AdMob SDK but recently switched to MobFox and while it only took a short time to integrate it, there are a ...

Why are money payments (by SMS, or VISA) sometimes called "donations", and not "payments" or "purchases"? Is it a legal part of monetization (some details will be appreciated in this case), or just a ...

I'm just a hobbyist, who has some ideas, that would not fit on a mobile screen. I have searched for some method, to make a bit of money from them, but I've found just for mobile-optimized games.
So ...

I search this for a while now but could't find the answer. ARPDAU - the 'average revenue per daily active user' is a metric for the financial performance of a game/app. But what timeframe is the value ...

I am planning on trying to get my android game kickstarted. Of course, it's too early in development, and I will wait on until 60% done to do the kickstarter.
Some of the rewards I am hoping to give ...

I would like to know what best practices should I do for testing the functionality when a user buy an item/power-ups via Google Play and purchased with real money?
For example, basically, creating a ...

I want to create a puzzle game with 100 levels, such as:
80 levels for free + other extra 20 levels (and here is my question) unlockable by downloading one app provided by the ad-network which as far ...

This has been a week of stress in trying to get things done correctly. It's all tied with keeping things legal and making sure I don't lose out on benefits of any kid. I have just recently finished up ...

We are a team of 3 (1 graphics designer, 2 developers). We're almost done with our first Android based indie game. Which monetization model will be suitable for us? We don't want to disturb users with ...

I have seen many indie games making money for development using crowd funding (Kickstarter, IndieGoGo, et cetera). Some of the games will offer something back. For example, in an RPG game, you might ...

I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones.
The game is an action game which is currently ...

I'm trying to decide between a paid game and a free to play game. Is there research on the pros and cons of each one. I would really appreciate some concrete data on this and not just opinions. This ...

I'm looking for a good way to store virtual goods and virtual currency balance in an Android game. Since these are "consumable" or "unmanaged" goods the balance is not backed up by Google and so there ...

We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices ...

There are number of income models available for different games on various platforms - income from ads, paid games, paid DLCs, microtransactions and so forth. What sources of income are available for ...

I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I ...

I am designing a trading card game for mobiles, with the possibility to add cards to your collection using Gems, aquired through victories and inapp purchases.
I am thinking to increase the spread of ...

Not a programming question but game development related.
I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to ...

Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't ...

I don't have any budget to buy commercial licenses but the libraries I use offer non-commercial free licenses.
How far can I go in regard to monetizing my game without it being considered commercial ...

As a casual flash gamer, I see lots of "games" released that are ... terrible. And that's an overstatement. But I'm wondering, are these developers onto something? Is this a comparatively good source ...

One of the best ways to earn money with Flash games is by making sponsorship deals. The developer puts the sponsor's logo and a link to their site in the game and lets the game spread around the web. ...

Coming up with an appropriate one-liner question was so hard I wrote the body before the header...
So we're a team of 4 developers; two designers, two coders to put it simply (naturally we don't tie ...

I know FreeToPlay games are financed by advertisements and/or selling additional content, but what about an Open Source single player game to which several people have contributed? And how can a fair ...